So here we are with my first Twin Suns deck, and also my first ever deck for Star Wars Unlimited.
Unlike building a Commander deck where I have a rough idea of the number of cards of each type I need to have in a deck, such as the amount of removal, ramp, etc.
I have no idea what is optimal for a Twin Suns deck.
Just under half (22 cards) of this deck are events. It has a single upgrade. Only seven space units, and twenty ground units.
Oh before I go any further I do need to issue a boiler plate DISCLAIMER. At no point should this post, the deck, be taken seriously. I have no idea whatsoever if the deck is any good, or even works. I’m still in the process of getting the cards needed. I then need to play it a few times. Contemplate on how the deck did, make changes. Rinse and repeat. In other words like all other decks I’ve built in other games, it’s a living deck.
Let’s start with my two leaders for this Twin Suns deck and the base.
So the theme of this deck is trying to get as much secondary value out of an attack as possible. Particularly targeting opponents bases. Sabine gives me that. Jyn and the base I hope works well with her by allowing me to keep Sabine (and other attackers) out doing their thing for longer by reducing or even eliminating the damage taken in attacking another unit. So I can remove threats and whittle down the bases health.
Let’s get started with the showing you the initial cards that make up this deck. I’ll start with the ground units.
Ground Units
I’m not expecting to get a chance to play the Krayt Dragon. But if I do it’s going to be hilarious. Especially if I bounce back everyone’s battlegrounds to their hands before hand. But there is no ramp in this deck. So eight rounds before I get to play it.
Space Units
If there is an area I think I’m light on it’s here.
Events
I like that there are “board wipes”, and “targeted removal” cards. I have both types in this deck. I can’t wait to combo Evacuate with The Chads of War. That will be hilarious. I’ve also got a little discard action going on with a card or two. The shenanigans these cards will cause are me, and the sort of thing I like to do with my decks.
The basic idea is disrupt my opponents enough to put my plan into action.
Upgrades
My one and only upgrade, and it’s a bounty.
Obviously the idea is to play it on an opposing unit.
Card Cost Curve!
I’m happy with this curve. With over half the deck being cards I can play turn one, by turn four approximately ninety percent plus of the deck is playable. By turn four also it’s possible to play up to three cards depending on the hand I have.
It should come as no surprise that breaking the cost down by the three card types that the spread matches roughly the overall pattern.
I have high hopes that this is a good basis to build from. But only actual games with the deck will prove that now.
I’m waiting on six cards to arrive and then the deck will be ready.
What do you think of the deck?
P.S. you can view the deck on SW Unlimited DB here.